This paper studies the dead-reckoning equations used in Distributed Interactive Simulation. Dead-reckoning equations of orders zero, one, two, and three are derived. These equations are then used in the dead reckoning of a test flight trajectory. The update rates against various thresholds are used to compare the effectiveness of the equations. The conclusions are: (1) For the dead-reckoning equations of order one and two, the most effective equations are the ones that utilize the latest update information on position, velocity, and acceleration. (2) The update rate reduces as the order of the dead-reckoning equation increases. However, the update rate differences between the second-order and third-order equations for position, and between ...
A key component in Distributed Interactive Simulations (DIS) is the number of data packets transmit...
A key component in Distributed Interactive Simulations (DIS) is the number of data packets transmitt...
In almost all multiplayer network games, dead-reckoning (DR) is used to predict the movements of gam...
This paper analyzes the use of dead reckoning in Distributed Interactive Simulation. The purpose of ...
Dead reckoning plays a vital role in the continaing development of Distributed Interactive Simulatio...
Dead reckoning plays a vital role in the continuing development of Distributed Interactive Simulatio...
International audienceDead Reckoning mechanism allows reducing the network utilization considerably ...
Dead reckoning is widely employed as an entity update packet reduction technique in Distributed Inte...
This paper studies the smoothing algorithms in Distributed Interactive Simulation. Two smoothing alg...
Human-to-human interaction across distributed applications requires that sufficient consistency be ...
Multiplayer online games involve a lot of information passing between each player to render correct ...
In HLA, the concept of dead reckoning (DR) is extended to attribute extrapolation. The federation ca...
In HLA, the concept of dead reckoning (DR) is extended to attribute extrapolation. The federation ca...
In today's gaming world, a player expects the same play experience whether playing on a local networ...
Human-to-human interaction across distributed applications requires that sufficient consistency be m...
A key component in Distributed Interactive Simulations (DIS) is the number of data packets transmit...
A key component in Distributed Interactive Simulations (DIS) is the number of data packets transmitt...
In almost all multiplayer network games, dead-reckoning (DR) is used to predict the movements of gam...
This paper analyzes the use of dead reckoning in Distributed Interactive Simulation. The purpose of ...
Dead reckoning plays a vital role in the continaing development of Distributed Interactive Simulatio...
Dead reckoning plays a vital role in the continuing development of Distributed Interactive Simulatio...
International audienceDead Reckoning mechanism allows reducing the network utilization considerably ...
Dead reckoning is widely employed as an entity update packet reduction technique in Distributed Inte...
This paper studies the smoothing algorithms in Distributed Interactive Simulation. Two smoothing alg...
Human-to-human interaction across distributed applications requires that sufficient consistency be ...
Multiplayer online games involve a lot of information passing between each player to render correct ...
In HLA, the concept of dead reckoning (DR) is extended to attribute extrapolation. The federation ca...
In HLA, the concept of dead reckoning (DR) is extended to attribute extrapolation. The federation ca...
In today's gaming world, a player expects the same play experience whether playing on a local networ...
Human-to-human interaction across distributed applications requires that sufficient consistency be m...
A key component in Distributed Interactive Simulations (DIS) is the number of data packets transmit...
A key component in Distributed Interactive Simulations (DIS) is the number of data packets transmitt...
In almost all multiplayer network games, dead-reckoning (DR) is used to predict the movements of gam...